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Clue: The Great Museum Caper Game Guide

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0% found this document useful (0 votes)
23 views2 pages

Clue: The Great Museum Caper Game Guide

Uploaded by

library6690
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

CLUE: THE GREAT MUSEUM CAPER

1991 2-4 Players 30 Mins Children's Game / Deduction

Object
One player takes on the role as the Thief, who breaks into Mr. Boddy's private art museum to steal as
many paintings as they can. They must attempt to escape through an unlocked door or window, or risk
being caught by one of the detectives who roam the museum's halls. Either the Thief can win by
escaping or the detectives will win by nabbing this art-loving crook!

Setup
• Set the 3D gameboard out onto the middle of the table.
• Select a player to play the Thief. The rest will be detectives. (Note: in a 2-player game, one player
will be the Thief while the other will take the roll of two detectives, taking turns for each one
separately.)
• Turn all the locks face down, mix them up, and place them randomly outside the windows and the
doors. As a variant, detectives may wish to decide where they want to put the locks.
• Detectives decide where to put all the nine paintings. They may go in any room (even in the small
grey room.) Paintings cannot go in any of the corridors or in the Power room. There must be at
least one painting in each of the main rooms. Paintings cannot be placed in front of a window or
doorway.
• Detectives decide where to put the video cameras. They are placed number side up on any
unoccupied floor space. Unlike paintings, they may be placed in corridors and beside doors and
windows. Cameras should be placed so that they can “see” multiple angles.
• Each detective takes a coloured (not the grey) pawn and places it on any space not occupied by a
painting.
• The Thief sets up their shield. They can place their Thief Plotting Pad behind it. The pad will be used
to track the Thief's moves. The Thief also takes the grey pawn.
• When the detectives have placed all the paintings and cameras, mark the pad with an X to show the
painting locations and use a circle and a number to show the location of the cameras.
• The Thief will make the first move in the game and will take their turn after each detective.

Rules of Play
The Thief's Moves
• The Thief takes the first turn by placing an 'E' on the window or door that they will sneak in. You do
not need to look at the locks to do this. Simply mark the pad with an E.
• Starting from the first space adjacent to the window or door, the thief can move 1, 2, or 3 spaces.
You may move orthogonally, but never diagonally. Draw your path on the pad with a line and mark
the end of the line with the dot to show where you have ended your move. You can not move onto
the same space twice in one turn and you may never land on a space with a detective (you will be
caught.)
• To snatch a painting, you must end your turn on the exact space where a painting is located. Circle
the X on your pad that matches the painting. Do not remove the painting yet. On your next turn,
you must remove the painting from the board, showing that it has been stolen. This way, you will
get a one-move advantage!
• You can disable a video camera by landing on it. Cross out the camera on your pad to show that you
have disabled it. You do not have to reveal that you have disabled a camera at this point.
• There are hidden motion detectors in the walls. When a detective activates the motion detectors
(more later) you can “snip” them by crossing out one of the 'M's on your pad.
Note that there are only two Ms on your pad, so you can only perform this action twice. Afterwards,
you are no longer able to disconnect the motion detectors.
• There is a Power Room in the museum that is marked with the letter P. If you land on this space
exactly, you may disconnect all cameras and motion detectors in the museum. You do not need to
reveal this to the detectives until they try to use either, at which point you can tell them that the
power has been shut off. One of the detectives will have to land on the P space in order to
reactivate the Power.
The Detectives' Moves
• The detectives work as a team, but each detective takes their own separate turn. The Thief and
detectives alternate turns (thief, detective, thief, detective, etc.) Detectives move orthogonally and
may not occupy a space with another detective or picture. They can land on a camera space.
• A detective can move and then look, or look and then move.
• If a detective lands on the space with the Thief, it is up to the Thief to declare that he has been
caught.
• There are two dice that a detective must throw on their turn. One is a numbered die and tells that
detective up to how many spaces they can move. The second die is a picture die and gives the
detective one “looking” action that they can use.
• If the die shows an eye, the detective may use their eyes or one camera to look for the Thief. To use
the camera, the detective will ask the Thief: “is camera (#) working?” If the answer is No, remove
the camera from the board. If the answer is Yes, ask the Thief, “can this camera see you?” If No, the
Thief remains hidden. If Yes, the Thief must answer Yes, but does NOT reveal their exact location.
• To use your eyes, ask the thief, “Can I see you?” By seeing, this means that the Thief is in your direct
line of sight (cameras and paintings do not block LOS.) If the answer is Yes, the Thief must place
their grey pawn on the board. A chase will now commence! (more later.)
• If the die shows a picture of a camera with the letter “S”, the detective may ask the Thief if all the
cameras are working. If any are not working, the Thief will remove the disabled ones from the
board. The detective will then ask if any camera can see the Thief. If Yes, the Thief must reveal
which cameras can see him.
• If the die shows an 'M', the detective may activate the motion detectors and ask the Thief what
colour they stand on. The thief must answer unless they wish to disconnect the motion detectors.
They may only disable the detectors twice in the game.
The Chase
• If the Thief is revealed due to being “seen” by a detective, they must immediately place their grey
character pawn on the space that they are located on. All further moves are now made in full view
of the rest of the players. Turns will still alternate, but now the Detectives must try to land on the
Thief's space. Any detective can make the arrest. While the Thief may continue to steal paintings as
normal, it might be in his best interest to make a quick escape to the nearest window or door!
• If the Thief manages to make it to a space adjacent to a door or window, they must turn over the
lock. If it is Locked, they must try to find another escape route. If it is Open, they are out safe.
• The Thief is nabbed as soon as a player lands on their space, regardless if the Thief was revealed or
still hidden.
End of game and winning
• Players may decide to play a one-round game. In this case, the Thief must steal at least three
paintings before trying to escape. For a full game, each player will get a chance to play the Thief.
After each player has had a turn, the player who managed to steal the most paintings will be
considered the winner. Of course, if the Thief is captured, that player will score no points for
stealing paintings and the victory will be for the detectives that round!

Compiled by Adam Allett (freechinanow) Dec. 2011 Version 1.1


Thanks to John Labelle (co-designer of Clue: TGMC) for his input!

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